152 lines
4.2 KiB
GLSL
152 lines
4.2 KiB
GLSL
#version 330
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#extension GL_ARB_tessellation_shader : require
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//#include "shaders/3rdParty/noise.glsl"
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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layout(triangles, equal_spacing, cw) in;
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in vec3 tcPosition[];
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in vec2 tcTexCoord[];
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in vec3 tcNormal[];
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smooth out vec2 teTexCoord
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smooth out vec3 tePosition;
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smooth out vec3 teNormal;
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smooth out float fogDist;
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smooth out float gmix; //mixture of gravel
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//out vec3 tePatchDistance;
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//constant projection matrix
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat3 NormalMatrix;
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void main()
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{
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//base color
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color = vec4(1.0,0.0,1.0,1.0);
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//NORMAL
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vec3 n0 = gl_TessCoord.x * tcNormal[0];
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vec3 n1 = gl_TessCoord.y * tcNormal[1];
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vec3 n2 = gl_TessCoord.z * tcNormal[2];
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vec3 tessNormal = normalize(n0 + n1 + n2);
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teNormal = NormalMatrix * tessNormal;
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//POSITION
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vec3 p0 = gl_TessCoord.x * tcPosition[0];
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vec3 p1 = gl_TessCoord.y * tcPosition[1];
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vec3 p2 = gl_TessCoord.z * tcPosition[2];
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tePosition = p0 + p1 + p2;
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//sin(a,b) = length(cross(a,b))
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float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
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float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
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float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
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float standout = i0+i1+i2;
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tePosition = tePosition+tessNormal*standout;
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tePosition = tePosition+0.05*snoise(tePosition);
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gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
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fogDist = gl_Position.z;
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//COLOR-BLENDING
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vec2 t0 = gl_TessCoord.x * tcTexCoord[0];
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vec2 t1 = gl_TessCoord.y * tcTexCoord[1];
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vec2 t2 = gl_TessCoord.z * tcTexCoord[2];
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teColor = t0 + t1 + t2;
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//mix gravel based on incline (sin (normal,up))
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gmix = length(cross(tessNormal, vec3(0,1,0)));
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}
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